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  • in reply to: Suggestions Forum #25256
    Avatar photoBaine

    Some ideas:

    Manhunter background:
    Group of manhunters, hostile with one faction, unfriendly with the others, most towns are unfriendly. Decent equipped starting brothers, can ambush groups (just like you can get ambushed- enemies are surrounded by you and without order, you can position your group according to 4 corners, as in how many guys in what corner).

    Shackles (leather, wooden, iron): Gives you a chance to shackle a fleeing enemy, making them immovable(better chance with higher quality shackles, and depending on melee defense of enemy). Shackled enemies can be recruited as brothers (begrudged mood, disloyal) and all items on their body are put into your inventory.
    Sell people to nobles (recruits for their armies), to necromancers and raiders (at certain locations, like a neutral trade hub maybe).

    New perks:
    Predator(increases melee/(ranged?) attack at night ~15%)
    Strong Back (this character is immune to knockback and grab but uses +2 fatigue when moving)
    Crazy[also as possible permanent injury “Lost his Mind”] (has a 5% chance to act randomly on his own during his turn)

    New Backgrounds:
    Arena Fighter: This man has a decent knowledge of war, having survived the pit fights several times. (less competent in ranged attacks/defense, good melee atk/def, good fat and decent resolve/initative, bad equipment, low chance to come with a permanent injury.

    Doctor:This man is not made for fighting but he sure as hell will patch you up afterwards. Increases heal rate of injuries and HP in your company, comes with bandages and can use them on characters while engaged. (not good with weapons, decent fatigue, low to decent resolve, high initiative.

    Escaped Slave: This man is clearly hiding something. The scars on his back clearly show a history of enslavement. (low to decent resolve, good fatigue, low initiative, low HP. Good chance to come with a positive perk. Can also trigger manhunter event (like murderer or graverobber).

    Carnifex/Torturer: This man does the dirty work others dont want to be involved in, often known for their cruelty or lack of empathy, he wont find many friends. His line of work also taught him where hits really hurt.(low resolve, good melee atk) Good chance to have the Brutal perk, good weapon. Increased chance to cause injuries +20%.

    Coachman: This man knows how to make horses and donkeys do his biddings, he is not made to fight. (Comes with a whip, decent melee atk). Good chance to have Hate or Fear for beasts perk. Increased Cleaver proficiency, cleaver skills build up 20% less fat.

    Avatar photoBaine

    I really like this, I also love the fact that we see how long they have been with us, their biggest opponent slain and the injuries they took for us. Feels a little sad to only have their name in the obituary with no text.

    in reply to: Davkul Cult Origin: Can’t Find Cultists #25024
    Avatar photoBaine

    I agree, currently it seems weird that although it says that you are more likely to find cultists, it seems to be hardly noticable.

    But don’t forget that you dont necessarily only have to get cultists, i filled my squad with normal members and eventually some got converted. But yeah, whish you would find more, since most of them are coming along with bad stats.

    in reply to: Alp, shrat and hex feedback #24654
    Avatar photoBaine

    Alps become easier if you have at least 6 dogs. Unleash them all and nightmares wont be such a problem.

    That might be true, yet, as I stated this happened 10 days into the game so I did not have a single dog, because I did not expect to get ambushed liked that.

    in reply to: Alp, shrat and hex feedback #24651
    Avatar photoBaine

    Please just delete alps from the game or completely overhaul them. I just had a complete wipe after 11 days because I got attacked by 3 alps at night, while camping right next to a big city.

    They took me apart before i could even reach one. I thought the changes would make the encounter easier, but it seemed just as bad as before the patch. Terrible encounter, feels always like i cant do shit against it. One miss on a ghost? GG bro.

    in reply to: Suggestions Forum #23791
    Avatar photoBaine

    Also an idea for a new DLC:

    Invasion setting with a new culture invading the lands (mix between Vikings/pirates maybe?) Maybe having slave beasts/monsters that they use to win battles – a beast tamer that sits in the back like a necromancer and keeps the beast in control. Killing him would unleash the beast and it would fight both sides possibly. New weapons like muskets or early gunpowder type weapons.
    Maybe even have the new faction offer contracts if you decide to fight for them. Slave caravans, attack villages, plunder. Maybe a full on rogue alternative.

    in reply to: Suggestions Forum #23790
    Avatar photoBaine

    I really like most of the new beasts (except alps, those are simply terrible… and hexes are well, on the border between fun and terrible).

    I’d love to see more monsters like:

    Giant – similar to Unholds but more target focused, slow but deadly (have to kite him?) Like a Thug version of the Unhold maybe. Ability to throw a brother over several (3?) tiles and damage them heavily.
    Could have ranged ability Boulder throw – he uses one turn to pick up a rock (rip it from the earth) and a 3×3 tiles area will be highlighted that will be hit by the boulder next round. You have time to evacuate or risk severe damage.
    Kobolds – come in small numbers, use debuff magic to make your guys miss/poison them. Quick and stabby. Come with all kinds of beasts. I imagine them like Leprechauns.
    Bat/Giant Bat – Flying unit that is harder to hit in melee, does do low/medium damage and has low range defense. Can latch onto brothers and drain HP/root them, unless they free themselves or are helped by others.
    Beastman/Minotaur/Centaur – Half man half beast, wielding two handed weapons made from tree trunks or seldom using better weapons they captured after battles, the minotaur could knock back people or impale them with his horns while the centaur can easily circle your men to attack the weaker archers with good mobility (similar to goblin riders). No armour/light armour but high HP. Centaur could gain stampede where he tramples everyone around him and/or pushes them aside.
    Wisp – Usually found in forests or swamps, these balls of light are hard to hit due to their blinding aura and will force a unit with weak resolve to move to them. Similar melee to ghosts maybe. Low HP and come in low/medium numbers.
    Werewolf – Similar to the beast men this thing comes accompanied with direwolves and two forms. In human form (during the day) it can boost the wolves (enrage them) around it and will use ranged attacks to support the wolves. In beast form (at night) it will have dangerous swipe attacks and can bite a brother, poisoning them/bleeding. -> Might have the option to give a brother a werewolf perk after biting them? Making them stronger at night or something.
    Zuesler – Fire being, a burning skeleton that can set a unit on fire by attacking it, giving it DoT effect which is 50%armour/50% HP.

    in reply to: Diversity #23788
    Avatar photoBaine

    Maybe introduce one or two background specific abilties that can be unlocked. The jump for wildmen or some kind of enrage ability. Brawler knocking people back, farmers strengthening someones back in battle (pushing against them) giving them a temporary bonus to melee defense maybe? Something like that.

    in reply to: Mutilple Alps is too strong #23787
    Avatar photoBaine

    I just made an account to confirm this.

    I had my whole team wiped out just now by 7 Alps and 2 wolves. I got ambushed by night in a forest (i know, my mistake) but what followed just left me speechless. Basically the wolves started their turns first, closed in, my guys in heavy armour having last say was to be expected. Then im getting sleeped by 7 alps, leaving exactly 1 guy awake to wake another one. That did not help me at all. Turn was done by waking someone else and next round im completly put to sleep. I basically just sat there and watched without being able to do anything. At times like that i wished for the old retreat option with severe injuries as balance back… it was E/E/I run and it wiped the whole squad in front of my eyes with me not being able to do anything. It went on with wolves attacking units, waking the guys they attacked, but immediately the alps following up with putting them back to sleep and killing them in their dreams.

    I have beaten Alps when they came in smaller numbers but the Alp encounter is probably my least favourite of all. Every village that wants me to end their nightmares can just go and die in my book.I’d rather fight unholds with naked guys and fists only than this.

    Alps should target one guy at most. Increase their group size but limit them to single targeting. Them having map wide vision, being spread out and making them chase you and their mass sleep + high initiative just makes it the worst fight in my opinion.

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